
Venture into a handcrafted world where ruins whisper of past cataclysms. Master the art of sword and sorcery and forge your path with relics, spells and choices that shape who you become in this first-person RPG.
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About
Venture into a handcrafted world where ruins whisper of past cataclysms. Master the art of sword and sorcery and forge your path with relics, spells and choices that shape who you become in this first-person RPG.
While Fatekeeper follows a focused narrative path, the world invites exploration. From ancient battlegrounds, vast underground caverns and serene forests to crumbling sanctuaries forgotten by time, each area rewards curiosity with hidden lore, forgotten relics, and unexpected encounters.
Battle a wide variety of foes, each with distinct patterns, strengths, and weaknesses. Success demands both skill and preparation. Engage in reactive melee combat, unleash spells with precision, and adapt your tactics on the fly. Your build matters—but so does how you wield it.
Fatekeeper offers rich progression mechanics that go far beyond surface-level stats. Build and refine your character with meaningful choices across combat styles, attributes, and spell schools. Whether you lean into raw strength, nimble precision, or devastating sorcery, the game supports a wide range of viable and unique builds.
Discover, loot, and master a wide variety of weapons, armor, and artifacts. Customize your loadout to suit your playstyle, and experiment with powerful combinations to overcome increasingly challenging enemies. Every item matters—and the right gear can be the difference between victory and ruin.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1281 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Too slow and clunky. This is what happens when you put all your stats in appearance. Walking is painfully slow. Magic is so weak there's no point in building for it, you constantly need to juggle potions so you just end up swinging the stick.(sticks vary from ok speed but piss weak to very strong but comically slow) The player hit box is huge and slow moving and you'll need to constantly spam dash to avoid BS hitbox connects. Throwing enemies inf projectiles and stamina.
Look folks, I’m about 3 hours into Fatekeeper, and I’m still basically at the starting area because I’m checking every single nook and cranny. The graphics are just that good. I find myself standing there drooling at the waterfalls and mountain vistas. We all know Unreal Engine 5 has its quirks, but let’s be honest: for a 13-person team, they pushed this engine to levels I haven’t seen in a project this size. That alone earns a massive thumbs up. The music is beautiful and fits the atmosphere perfectly, whether you're exploring or in the middle of a brawl. High-fi stereo quality all the way. My only real gripe is the level mixing—some tracks hit a bit low, others a bit high. From a streamer’s point of view, it’s a slight pain riding the volume sliders live for viewers, though when I'm playing solo, I just blast it. As an Early Access title, I'm confident the audio mix will get dialed in as development continues. Story-wise, I’m hooked. The companion NPC following you is entertaining, unique, and a really cool choice by the devs. I won't spoil who or what it is here, but it's a breath of fresh air. Combat is an absolute blast. My personal favorite move? The kick. Fighting feels real—weapons swing with actual weight and momentum. A person isn't swinging a heavy axe 20 times in 5 seconds like a dagger, and the fatigue system forces you to respect that. Which brings me to the absurd negative reviews I’ve been reading on Steam. I’m scratching my head wondering what game some of these people are playing: Hardware Illiteracy: Half the negative reviews on UE5 games come from people running outdated quad-cores who expect modern lighting and high-density geometry to run on hopes and dreams. If the minimum requirement states an i7-10700K or Ryzen 3600X, trying to run it on an old i5 and leaving a 1-star review when it stutters is pure PEBCAK (Problem Exists Between Chair And Keyboard). The "3090 Whiners": An RTX 3090 has 24GB of VRAM and raw rasterization power to spare. If someone is getting terrible frames on a 3090, they’re either running bloated background processes, thermal throttling, running broken display settings, or forcing improper API overrides. Blaming a $10 indie game for poor OS/GPU maintenance on high-end hardware is laughable. Brainless "Conan" Tactics: Gamers have been spoiled by hack-and-slash games where enemies stand in a circle waiting for their turn to get hit. Like them old 1970's-80's kung-fu movies. The second an AI uses basic group tactics—flanking a blind spot and keeping archers in the backline—people scream "unbalanced difficulty" because they refuse to manage stamina, space out targets, or use control mechanics like the kick. Try to play like Conan in this game and you will end up dead fast. Bottom line: Learn to adapt your tactics instead of running to Steam to review-bomb a game because you can't think on your feet or properly maintain your PC. For $9.99, the visual quality, immersion, and gameplay depth you get here blows away full-release $30+ titles. 100% recommended.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not yet! The melee combat is the worst I've played in a long long time. The skill tree can't be split, once you choose a direction you have to stay there. No battle mages here. You can't respect the skill tree either. The game is very very early and I would wait a couple months to buy this game, unless you get it for free. I'll check back in a couple months and try again but for now, its moved to the back of the line. Good Hunting all. (update: Refunded it)
Look, I like this game. It has A TON of potential. I don't regret buying it. But the game has some SERIOUS issues in gameplay and combat. The animations are way too slow. There is no input queueing, or animation cancelation. It looks like a souls-like BUT the enemies and the strategies do not fit this approach. When you are overwhelmed by 6-7 enemies and you have 3-4 archers shooting at you and one of them has poison bombs, there can't be any strategy or deliberate play. You have to kill them as fast as possible, because you are just fodder. It just isn't fun to play. But its only version 0.12. I will come back for further updates, and I really hope to listen to the critisism, because this could be a massive hit. Good luck to the devs and I AM GENUINELY hoping to changing my review to positive.
Fantastisch, war ich sofort gefangen von dem Spiel! Hatte ich ewig vermisst. Statt einer endlosen Open World erinnert es an eine fast ausgestorbene Art von Rollenspiel: handgebaute Level, unmittelbarer First-Person-Kampf und ein Kampfsystem, das mehr an Dark Messiah of Might & Magic erinnert als an moderne AAA-Formelware. Fatekeeper fühlt sich an wie eine Zeitreise in eine Ära, in der First-Person-Fantasy noch roh, direkt und experimentell sein durfte. Statt Checklisten abzuarbeiten, erkundet man eine handgebaute Welt, in der Schwert, Magie und Physik das eigentliche Gameplay erzählen. Ich freue mich schon auf eine Collectors Edition, das Spiel hat mich!
Im Prinzip ist Fatekeeper schon jetzt ein sehr gutes Spiel, Movement, Angriffe und alles top, aber die Dornen um Gegner aufzuspießen sind etwas buggy. Sobald die Gegner zu einem Schlag ausholen spießen sie sich selbst auf. Schade finde ich, dass ein Dolch versteckt wurde um ihn etwas besonders zu machen(?) er aber im Prinzip nutzlos ist. Im early access kommt man nicht so weit im skill tree als das er in Bosskämpfen irgendetwas taugen würde. Der Autoaim der Zauber führt manchmal dazu, dass man das Öl auf dem Boden nicht entzünden kann, vielleicht kann der Autoaim erstmal locken, sodass man in der ersten Sekunde frei schießen kann? Außerdem finde ich, dass ,wo man sich durch den Pass kurz vorm Ende durchmetzeln muss, kein Alchemie Topf in der Nähe des Campfires ist eine Frechheit. Man muss dann gefühlt 5 Minuten durch zwei Level, falls ihr das so nennt, zurück da man ohne Tränke keine Chance hat bei den vielen Bogenschützen in Kombination mit den Giftwerfern. Trotz der kleinen Mankos, die in einem early acces Spiel verschmerzbar sind, finde ich, dass Fatekeeper viel Potential hat. Ich hoffe, dass der Dolch als Waffe mehr Bedeutung bekommt, sodass man ihn auch effektiv gegen Bosse einsetzen kann.
Not a lot of game here... One chapter, then the game ends... most companies give this much out for free... not sure why I paid for this... only enough play so you can't ask for your money back.
This game has no controller support. If you have a laptop or a disability that makes mouse and keyboard painful or difficult, I would wait on getting this game until it is added. They said they would add it, but they have not. I will consider changing my review when controller support is added.
The Game is gorgeous, the environments and level decor really bring you into a mystical, fantasy world and inspire a sense of wonderlust that, bundled with hidden treasure lead you to want to explore every corner of the map, test every ledge and look down every cul-de-sac. The game clearly takes inspiration from the early immersive sims like deus-ex and most notably Dark Messiah of Might and Magic, who's similarities are a major selling point throughout the marketing. However, in my experience of the game, it felt much like a shooting gallery, your character feels like a heavy, burdensome tank that cant manouver around enemies, or lead them into traps, my only option was to march ahead and fight head on, axe to axe, one encounter after the other against ranged enemies that love to hold out a position with only one way in, that you must run through. When the map opens up its at his most interesting, but the gameplay conditioned me to just run ahead, enemies know where you are at all times while aggroed so taking detours to get around them when possible turns out to be just more time you risk getting an arrow in your chest. The level design seems to invite you to take care of enemies with your environment, you can cause collapses and throw enemies off cliffs, but more times than not, when Id force myself to use these gameplay elements, my enemies would survive falls so long as they werent bottomless and floors would collapse on enemies without even making them stumble and the magics that do affect the physics are too weak on their base form to even affect most enemies. End of the day, the protagonist is too slow and clunky, too melee focused and too tanky to make me want to go through the trouble of being crafty and I default to run in swinging, because its most times the only option and always the most effective option. To the developers : "Make it easier to use the environment rather than to fight head on, and people will have way more fun in the playground you designed and that currently goes mostly unused." To the buyer : I was disappointed, but I see the potential, for now its just a melee shooting gallery dressed like a spiritual successor to Dark Messiah, Its up to the developers and designers to make the costume into a reality, and its up to you to decide if you trust them to pull it off.
Залетел в игру как та крыса, что швырнули в пропасть проверять воду на дне. Короче есть и судя по всему воды будет много. Можно уже прыгать. Советую всем любителям Dark Messiah.
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